/// @description Insert description here
// You can write your code in this editor
//x_base = x;
//y_base = y;

	radius = 50+o_Hero.sw_level*10; // Радиус окружности
//x = o_Hero.x+radius
//y = o_Hero.y+radius
var enem = instance_nearest(o_Hero.x,o_Hero.y,o_Enemy);
ex=enem.x
ey=enem.y
dir = point_direction(o_Hero.x,o_Hero.y,ex,ey)
image_angle = dir;
////dest = 0
//HeroFist = [o_Hero.x-x,o_Hero.y-y]
//HeroEnem = [o_Hero.x-enem.x,o_Hero.y-enem.y]
//Skalyar = HeroFist[0]*HeroEnem[0]+HeroFist[1]*HeroEnem[1]
//dlina = sqrt(power(HeroFist[0],2)+power(HeroFist[1],2))*sqrt(power(HeroEnem[0],2)+power(HeroEnem[1],2))

////var enem = instance_nearest(x,y,o_Enemy);
////image_angle = point_direction(x,y,enem.x,enem.y);
//ygol = cos(Skalyar/dlina)
//x = lengthdir_x(radius,ygol)
start = 0
alarm[1] = 1

// Inherit the parent event
event_inherited();
alarm[0] = 20
friction = -5;
damage = 25+1*o_Hero.tw_level;
